Questions tagged [frame-rate]
The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).
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Why can't I limit FPS inside Unity editor?
I have an Unity app that requires a stable fps in editor. The fps itself is really high anywhere from 200 to 280 the problem is that is not consistent. I tried to limit it with the code belove but it ...
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Programmatically get FPS in Ursina
In Ursina, how can I programmatically obtain the current FPS count as number (like extracting it from the fps counter in the upper-right corner)? I need this for phyiscs calculations in Ursina.
I have ...
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How to add keyframe gaps on timeline animation window?
I'm using Unity timeline windows to create a building animation. I have a building model with many parts for example every floor has own parent and 200 child objects.
In this parent as you can see I ...
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Adaptation of values from previous constant frame rate to new constant frame rate
I'm trying to learn how to adapt my old values to new values. First of all, I don't use delta time at all. My game has lock with 30 FPS and I want to lock it with 60 FPS, I wrote all my values in ...
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Moving Multiple Objects With Vector2.MoveTowards Not Consistent
Good Afternoon,
I'm trying to move three objects from their current position to a shared target position based on speed. Once they reach the target position, they move to a shared respawn location and ...
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What if I use delta time to just regulate framerate but not individual entities?
What if, instead of multiplying all my values that change each frame by delta time, I just increased one number in increments multiplied by delta time, and used that number to advance to the next ...
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How to sync ticks(Frames) between two peers?
I have a peer to peer game where both clients are running their own frame simulation. I'd like to sync the frame ticks so both peers know eachother's frame. But I"m having a bit of issue with ...
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WebGL FPS is sometimes higher than max. FPS setting - why?
In lots of WebGL online games (all games I tested were made with Unity), my FPS is sometimes higher than the max, FPS setting of my PC (75), but why?
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Coroutine delay isn't consistent on different framerates
My problem:
I am using a coroutine to add a typewriter effect to my texts, but the delay (using yield return new WaitForSeconds();) isn't consistent on different ...
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Unity 2021/2022 laggy/stuttering Android performance compared to Unity 2020
I have been working for quite a lot of time with the Unity 2020.3 LTS releases and everything seems to be running smoothly when building for the Android platform. I recently decided to upgrade the ...
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How to know fps of game running on Mesa 3D on Windows 10
I am running some old OpenGL 3D application. I don´t have source code from the application but I assume it was implemented with OpenGL 2.0 or 2.1. I am running it on Windows 10 on Intel UHD graphics ...
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Frame duration varies by a millisecond every few frames
When I run the program at 60 fps, I get 0.016 seconds per frame most of the time, then 0.017 s once every few frames. A similar thing happens for 30 fps, varying between 0.033 and 0.034 seconds per ...
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How to properly port 30 FPS physics with integers to 60 FPS and maybe floats?
I've inherited a code base in which everything is coded to run at 30 FPS and uses integers.
I would like to upgrade the frame rate to 60 FPS, naturally I thought about using floats but it ain't that ...
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How fps limiting works in pygame (specific example)
I recently wrote a program where I needed to limit the fps. After some searching I found a way via pygame built-in methods pygame.time.Clock() and ...
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"ginvalidate frame buffer" calls when testing Unity VR app on Renderdoc
Hi I'm testing out a VR app created in unity 2020 LTR and I'm currently hitting 71fps.. Render doc shows atleast 6ms.. being taken up by the givalidate frame buffer call, happening twice..
What is ...
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Odd SDL VSYNC behaviour when monitor is set to 50 Hz
I am observing strange behaviour with VSync in SDL. I have this code:
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274
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Setting target framerate changes animation speed in editor, while Time.deltaTime stays the same
I have few animations that work similar to this:
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How to deal with mismatch between fps and monitor refresh rate?
Say I have a game running at some number of frames per second on a 60 Hz monitor. I would like to display my frames correctly in the sense that the in-game time difference between two consecutive ...
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Does the bee move very fast in the very first frame of the game?
Does the bee move very fast in the very first frame of the game? I think the Clock object when it is declared, the clock starts automatically as this documentation ...
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Draw 2D circles/squares efficiently with Unity
I'm doing a lot of 2D simulations using Unity, and I usually instantiate a lot of squares/circles sprite. When the number of sprites reaches 1k or higher, the FPS usually reduces to 10-20, which makes ...
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Simulating movement input in server-side, with different tick rates
I'm designing a simple MMO game server with the help of ENet (reliable UDP library) and the Godot engine for client-side. I've read tons of articles, guides, stack exchanges questions regarding ...
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How to apply a factor over multiple frames?
am trying to do something that should be quite common in games: Applying a factor over a certain amount of time.
For example let's say a number should become a quarter of itself every second.
How do ...
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How resource-intensive is the java.awt.Graphics2D object at different screen resolutions?
I'm currently making a 2D RPG in pure Java (yes, I know other frameworks/engines exist xD).
I just created a resizing algorithm and I've noticed that different resolutions result in different FPS ...
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101
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Humanoid Retargetting: Number of frames in LateUpdate is not the same as frames in animation
I need to play an animation in such a way that each frame is for sure being played and not skipped.
Why? I want to transfer an animation from 1 model to another. One model is Humanoid, the other one ...
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How does time-dependent camera rotation with a mouse work?
The commonly used equation for camera rotation with a mouse does not involve time. This make sense since higher frame rates have smaller changes in mouse position and vise-versa so it all evens out. ...
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204
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High-performance update of a bitmap grid
I need to visualize a fast paced process in .NET in 2D. I am planning to use writeable bitmap 800x40px.
The idea is like this - there are objects which are represented by very basic colours and sizes ...
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Fixing the frame rate for SDL2 2D game
Working on a 2D game with SDL2, for now on Window, but I'd like to dream and imagine that if I finish it, I could run it on other platforms that SDL2 games can target. A core part of which is GGPO ...
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How to implement framerate-independent acceleration depending on current velocity
For my client/server application, I've implemented framerate-independent acceleration like this.
Now I've advanced my formula to be using the current velocity of the moving object to calculate the ...
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answer
226
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What's causing this stutter when framerate fluctuates?
I'm working on a class responsible for arm sway in an fps engine, and am having an issue with a stutter that appears to be related to fluctuating framerate. However I have also noticed it when locking ...
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Why do we need more than 24 FPS?
Many movies (probably, all moovies, except for the most recent ones) have 24 frames per second, and we're quite happy with it.
There is a thing called "Subliminal stimuli" or "...
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What is the correct way of implementing a deterministic frame update?
My goal:
Implement the game update loop so that it's deterministic (i.e. every frame of updation behaves the same when run multiple times with same frame-input, does not depend on processing speed ...
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Calculating framerate-independent values, for linear, quadratic, and exponential functions
There are a few similar posts, but they only deal with one of the three components I'm looking for, and none seem to handle the case of using a fixed step size (they're all about simulations which use ...
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Java game loops with high tick times?
Take for example the first game loop from this question. A similar code is used in Minecraft (at least in older versions). I understand the concept and how this loop works in principle. But there is ...
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Unity3D - Despite using Time.deltaTime, my camera and player move faster at higher framerates
I'm pretty new to c# and Unity so I wouldn't be surprised if I had made some stupid mistakes, but as far as I know, I don't think I misused Time.deltaTime. Any help would be greatly appreciated.
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Frame-rate drops when drawing 2D map tiles
Update: I figured out it has nothing to do with the camera but instead framerate drops when drawing my map tiles onto the screen.
Here’s a link to a video showcasing the bug in action (For further ...
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Unity post processing Bloom lags on mobile
I made my (first) game today and noticed, that it looked kind of boring, so I decided to add some bloom to my camera and it was looking waaay better. The only problem was the performance, it dropped ...
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CS0118 framerate is a field but a type was expected
I'm making a mobile game in Unity and I'm trying to write a script that will set the game to either 30 or 60 frames per second based on a public bool, but I am getting error CS0118 on line 12 with
...
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93
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Is Updating Sprite/Entity Movement Using Framerate Necessary?
Apologies if this is a dumb question I'm still new to this, but I'm trying to understand if calculations of sprite movements/hitboxes/etc. is necessary or is generally better than just using fixed ...
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How to find the client's monitor valid refresh rates with Unreal Blueprints?
I am making a settings menu. This includes a combo box where you can change the refresh rate setting.
How do I find out the maximum allowable refresh rate of the ...
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101
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Libgdx storing rendered frames quickly to use them later
I have implemented a gif-button for my libgdx game that allows the player to store the last few seconds of gameplay as a gif.
It works by storing frames in memory, and encoding them into a gif if the ...
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Quake 1: frame timer
If you check Quake 1 source code (sys_linux.c), you can see something like this:
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What is a Frame and Frame Per Second?
I'm new to the unity Editor, trying to understand Unity scripting.
What is frame? I can't tell from how it's used whether "frame" is a function, or
a measure of time.
I see this term used in ...
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439
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frame rate drop in html5 game
i have Incorporated gravity mechanics and collision mechanics to my game. the game works fine for some period of time after that i am getting significant amount of frame rate drop.i am doing some ...
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Framerate limited by lack of mouse movement? [closed]
Using Torque, it appears that the program is running at around 25fps when the mouse is still, but as long as I keep the mouse moving, the framerate can hit well over 300fps. What in the world would ...
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908
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low FPS when battery is low ( unity android )
i make a simple 2d scene in unity 2017.3.1f1 (only 5 sprite renderer).
I realized that when my Android device's battery is under 20 %, the frame rate will be 60 to 30.
I did all the optimizations I ...
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Why does my FPS go down so much when rendering basic sprites?
I have a UWP DX11 application and I've recently removed the vsync and noticed that my fps goes down drastically when I'm only drawing very basic sprites on the screen and I'm trying to learn why this ...
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Keep platformer jump height consistent with different frame rates
I want to achieve a platformer jump similar to that of Super Mario Bros. (keep pressed the jump button to jump higher) and I want it to be frame rate independent.
At 30 FPS it works as I want. However,...
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Why is there a difference in frame rate between my fps calculation and Unity's calculation
So I wrote my own script for calculating framerate but it consistently comes out with a different value than Unitys idea of current framerate.
This is my implementation
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How to make a custom event system framerate friendly?
I have a simple event system:
...
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Logic at a low framerate with interpolated rendering at higher framerate
It takes too much processing power to do game logic on every rendered frame (60fps), so what if I made my game save frames?
It would actually calculate important stuff 20 times a second, and the ...